A Book Full of Ghosts
Prerequisites : NOT in College Hedi
Begin Date : Unknown
End Date : Unknown
Days : 6
ModTools Name : Illusion and Misdirection
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

Stage 1: A Book Full of Ghosts

Phase 1. Quiet Under the Hill

  • 1. You should probably put it down.
Automatic:  go to Phase 2


Phase 2. The Curse of Queen Hedi

Success:  Expand Curiosity +1 SS, access to Stage 2
Failure:  +1 Stress, pause Adventure


Success:  Expand Courage +1 SS, access to Stage 2
Failure:  Expand Scouting -1 SS, pause Adventure


  • 3. Explore.  The right path. (roll v. 4)
Success:  Expand Scouting +1 SS, pause Adventure
Failure:  Expand Scouting +1 SS, Expand Navigation -1 SS, access to Stage 2 (yep, you move forward on failure)


Stage 2: Time to Investigate!

 Success:  Expand Negation Methods +1 SS, access to Stage 3
 Failure:  +1 Stress, Expand Patience +1 SS, pause Adventure


 Success:  Expand Negation Methods +1 SS, access to Stage 3
 Failure:  -1 Vitality, pause Adventure


  • 3. Explore.  The garden. (roll v. 5)
 Success:  Expand Speaking Quietly of Riddles +1 SS, access to Stage 3
 Failure:  -1 Vitality, pause Adventure

Stage 3: Inside the Old Building

  • 1. Gates Methods. Contact the spirits - though sometimes in spiritual matters you can fail by succeeding and succeed by failing. (roll v. ~12)

NOTE: This option is only available if you have been Informed of Gates [Methods].

 Success:  Expand Theory of Gates & Gates Phemes +1 SS each, pause Adventure
 Failure:  Expand Courage -1 SS, expand Patience +1 SS, access to Stage 4 (yes, you succeed by failing and fail by succeeding :) )
  • 2. Gossip. Talk to other students.  (roll v. ~11)
 Success:  ?, access to Stage 4
 Failure:  +1 Stress, pause Adventure
 
 Success:  Expand Sleuthing & The History of Magic +1 SS each, access to Stage 4
 Failure:  +1 Stress, Expand The History of Magic +1 SS, pause Adventure

Stage 4: The Ghost Moves Out

  • 1. Running. Get out of there! (roll v. ~12)
 Success:  Expand Running +1 SS, pause Adventure
 Failure:  ?


  • 2. Courage. Fight back!  (roll v. ~11)
 Success:  Expand Duelling Forms +1 SS, access to Stage 5
 Failure:  ?


  • 3. Hide. Keep out of sight! (roll v. 22 at most)
 Success:  ?, access to Stage 5
 Failure:  +2 Stress, access to Stage 5

Stage 5: Encounters in the Woods

  • 1. Persuasion. See if you can coax Serina to talk. (roll v. ~9)
 Success:  Expand Temperance +1 SS, access Stage 6
 Failure:  Expand Diplomacy -1 SS, pause Adventure


  • 2. Awareness. Talk to the rather excitable Saldi.  (roll v. ~11)
 Success:  Expand Reason +1 SS, access Stage 6
 Failure:  Expand Interrogation -1 SS, Expand Curiosity +1 SS, pause Adventure


  • 3. Conversation. Talk to the ever-reliable Jimmal. (roll v. ?)
 Success:  access to Stage 6
 Failure:  Expand Pure Luck -1 SS, Expand Curiosity +1 SS, pause Adventure

Stage 6: Something's Not Right

  • 1. Diplomacy. Go straight to the professors. (roll v. ~11)
 Success:  Expand Luck +1, & (?), conclude Adventure
 Failure:  Expand Persuasion -1 SS, pause Adventure


  • 2. Escape Artist. Dodge the ghost and go after the kids.  (roll v. ~5)
 Success:  Expand Sleuthing +1 SS, Expand Finesse +1, conclude Adventure
 Failure:  Expand Courage -1 SS, pause Adventure


  • 3. Courage. Confront the ghost. (roll v. ~15)
 Success:  Expand Sleuthing +1 SS, Expand Intelligence +1, conclude Adventure
 Failure:  Expand Composure -1 SS, pause Adventure
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